Cheese Boys - 0.2.0

Luca Fabbri (keul)

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Description

In a sort of silly post-apocalyptic world, in early 21 century, the major part of the planet is enslaved under the rule of a mysterious group of five obscure entities that held some sort of magic power and lead the human kind to a slave state and a dark medieval age.

They are know as Cheese Boys.

Your adventure start in the year 12 of the Cheese Boys Era, exactly 12 year after the Cheese War. Those powerful beings wins this conflict again the world's countries army, thanks to the Disease that they spread over men. This magic illness slowly transforms the greater part of humans in a kind of mindless barbarian warriors under the Cheese Boys control.
After all those year of war the old know world, with its countries and organizations, is only a far memory of an happy past.

But there is one, lonely, population on the entire planet that seems immune to the Disease, and live free in a region where the Cheese Boys minions can't enter.

What dark secrets are hidden behind the Cheese Boys? How they obtain those evil powers? Can the human kind be freed?

Demo level

Requirements

To install requirement released on the cheeseshop just use the easy_install command.
See my personal page about distutils for more infos.

Blog

As the project comment are not so friendly (I get no notification of new comments and so I look if some pygamers write something only in the days after a new release), I create a blog of the project itself

Subversion repository

Wanna help?

Move the hero with mouse left button. Keep pressed and the hero will follow the cursor.

Right click on an enemy to begin a hunt of him: the hero will begin following and attack him.

Use the X button to attack without hunt down the enemy or if you don't want that the hero move toward him, or to stop the scrolling of the level when walking near the borders.

CRTL key stop the time, giving you time to send orders to Boscolo.

Use the SHIFT key to enter in stealth mode.

Use the Z key to perform a withdraw (for now isn't helping a lot). The withdraw is done in a direction opposite to mouse pointer position!

Use the space key to exit from text displayed during the gameplay.

During presentation you can control the animation speed using LEFT/RIGHT ARROWS.

With 0 key you can shout something (not useful for now).

Changes

Current game's menu

You know you can shout?

D'oh! The Boss killed me!

Show me My Path!

This is a non-release.

In the 0.1.1 version I say that this release would give us the first real level and game start point. After thinking about it I arrived to the conclusion that
is impossible for me to obtain "The South Bridge" level without developing more (or better: is impossible to draw it and make it playable as I thinked it in my
sick head!)

So this release is again a dummy-intro level game but I finally added more important features for the engine. Now I'm able to
realize the real first level of the game!

The first new feature is the ability to enter in the stealth mode. The chance of success is low for now, and the algorithm is not perfect, but it's working.
You can sneak behind enemies without beeing seen, and strike them for a lot of damages!

Now physical objects are handled in a better way. In the demo level now you will find a couple of creates. Those obstacles will block the sight of the
character (and enemies too).
You can't see enemies, and the enemy AI will be influenced by the fact that you are no more in sight.

But the most important feature (that also steal me a lot of developing time) is the pathfinding support! No more stupid enemies that will be
blocked by physical obstacles even if they can see you!
The pathfinding is not really perfect, but quite playable, and the game is become a little harder right now.

Now the bad news: the game now is a little unstable... let's say more unstable than before. I have many little things to fix, but nothing completly blocker for continuing
the main game development!

Here follow a complete list of new features:

BBB - Change the way I handle character footstep time: removed the addDistanceWalked method (pixel based).
Now is used the new _updateStepTime (time based). This fix an ugly effect on very slow characters.

TODO - Stealth mode added!
Also added some new vector's features to the Vector2 class.

Healt level now influence the general character speed. More damages lead to a slower movement.

Added dependency from the KezMenu Python Library, instead of releasing
this with the game itself.

Added dependency to the KTextSurfaceWriter Python Library, instead of
releasing this with the game itself.

Now the CTRL key stop the time passing. Always.
You can so seek and hunt down for an enemy.

SHIFT key handle stealth, and X key block the hunt and the movement during attack.

Fixed the Z (retreat) action.

Characters can't see through all the physical sprites.

Raindrops now can end inside the game screen.

Pathfinding!

Some memoize tuning, to speed up a little the FPS of the game.

Roadmap

Next release will be 0.3.0. No, or little, new feature but only some real playable game levels. This time really!
Next version will be release ASAP.

Pygame.org account Comments

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April 30, 2009 9:32pm - Luca Fabbri - nickname: (keul)

New 0.2.0 version!
Someone can test the Windows release? I'm interested in knowing if the externals libraries inclusion has worked!

January 5, 2009 12:25am - enmity chang - nickname: (enmity) - 5/5

Like this was really too good!! If can have project the teaching, that was more perfect.

January 4, 2009 6:47pm - Luca Fabbri - nickname: (keul)

I added a blog of the project evolution!

http://cheeseboys.keul.it/

December 24, 2008 8:51am - enmity chang - nickname: (enmity) - 5/5

Thanks your suggestion, I will adopt the research to have about Vector2 class and the GameSprite " update" method.
I hoped that your project can continue to develop, good enables my gate novice to have the research object.

December 23, 2008 8:44am - Luca Fabbri - nickname: (keul)

Syntax error!
I wanted to write "...think about buY the Will..." :-)

December 23, 2008 8:41am - Luca Fabbri - nickname: (keul)

I' don't think this is the best place where to talk about this. If you want to understand how I move the characters think about but the Will McGugan book (you see the link to it in the top right corner of the pygame site).
If you don't want, look at my source and try to understand only the use of the Vector2 class and the GameSprite "update" method.

December 12, 2008 10:37am - enmity chang - nickname: (enmity) - 5/5

I have a question.
How to control the character by the mouse?
Can paste on the simple program code?
thank you.

November 25, 2008 5:11am - Luca Fabbri - nickname: (keul)

Someone know why using pygame 1.8 I have this strange behaviour on exits from a level to another? I use the perpixel alpha and on the 1.7 works well...

On 1.8 (on windows for sure) the transparency doesn't works!

August 17, 2008 6:24am - Luca Fabbri - nickname: (keul)

The game now miss many things like stealth mode (walk very slowly but you will be not seen by enemies), healing bottle (not potions!), magic powers, ranged attacks and the enemies presented in this version are the most dumb and weak.

In facts the hero and the enemies have and armour class value and a chance to hit (but the GUI don't show those value... sorry). The hero now is the strongest so you can simply go around and kill all without lose too many hit points.

In future the game will be harder!

>if you want to use parts of the backgrounds
>that my brother made for my game,
>feel free to use/change them. greetings
Are you talking of Hurricane Online? I'll look at this, thanks!

August 16, 2008 2:19pm - Teb Toddy - nickname: (steelo) - 4/5

i had fun, but it was way too easy hehe. you just right-click once and the hero goes slap everything up xD hope ull give some more abilities to both hero and opponents and make the fighting a bit harder (requiring more input too). i noticed some issues with the background scrolling, it jumps a bit sometimes. if you want to use parts of the backgrounds that my brother made for my game, feel free to use/change them. greetings

July 13, 2008 6:24am - Luca Fabbri - nickname: (keul)

Here is the 0.0.5 release!

June 28, 2008 1:02pm - Luca Fabbri - nickname: (keul)

After many weeks where I wasn't able to develop more code, version 0.0.4 is here!
I really begin to like this!

May 14, 2008 7:06am - Luca Fabbri - nickname: (keul)

AHAHAHAHAHAHAH!!!

When I write above "help with drawing background will be appreciated" I mean tips and resources for use tile images on it!

:-)

May 14, 2008 3:16am - Luca Fabbri - nickname: (keul)

Yeah, you are right... the dark background is very ugly! I will fix that!

May 12, 2008 6:09pm - pymike - nickname: (pymike)

Whoops, forgot to mention to do that in the cheeseboys.py file :)

May 12, 2008 6:09pm - pymike - nickname: (pymike)

Cool! Add this line under line 18...
background.fill((0, 150, 0))
...and the background will be green. :)

May 11, 2008 2:47pm - Luca Fabbri - nickname: (keul)

Version 0.0.3 released. Now source are in .tar.gz and .zip format!

May 2, 2008 9:06am - Luca Fabbri - nickname: (keul)

Sorry for it! I will also provide .zip version for next releases.
Sometimes on Windows rename archive from xxx.tar.gz to xxx.tgz helps me!

April 18, 2008 5:54pm - Xient Soft - nickname: (xientsoft) - 3/5

Can you make a .zip file for it?
My computer won't work with .tar and tar.gz files...

April 16, 2008 7:35am - Luca Fabbri - nickname: (keul)

I retract all I say!!

This site has all the feature I need! Very very good charas generator!

April 15, 2008 3:07am - Luca Fabbri - nickname: (keul)

Thank you!
In fact the images you see here went exactly from this site. I found many and many nice images I can use, the problem is always get something that the images don't give (like the attack image!).

Just for know, I get it here:
http://www.charas-project.net/resources_download.php?file=resources/Charasets/27754_1201485554.PNG&id=35958&TB_iframe=true&height=368&width=336